Thursday, 22 March 2018

Mutations of Cosmic Law

Original anachronisms d100

Some weird stuff here but alignment oath lists are handy

Law is more strange than people think. At its worse law is about turning the universe into a state of eternal stasis at it's best it is about peace and unity. Everything in between is possible. Many lawful cults exist and might mix with lawful evil or lawful good.  Some might think lawful sects actions are good but their altruism is just a mechanism not a truly felt conviction like with good people. Still it is better than being mugged in the street every day.

Some come with limited ammo which is hard to find most 1d3 clips total
More extreme bizarre, debilitating freak powers with mostly clear biomechanical quality

d12 Lawful Philosophies1 Brotherhood of Eternal Stasis - time and the increasing disorder of the universe must be stopped by freezing the universe into a condition of eternal stasis. Only killing time can save the cosmos. Everyone is a disgusting decaying prison of 
imperfect matter
2 The Eternal Order - chaos is part of the cosmos and in breaking the universe into simpler components it is actually a servant of order. The cosmos eternally is destroyed and reborn.They are one of the most tolerant of others flaws and work with others
3 Scions of the Spirit - matter is imperfect, ony perfection in the spiritual world counts. You must prepare yourself to be enlightened and move onto the next level. Flesh is a prison and the gods don't care. Tend to be self tormenting and indifferent to suffering, anti sex and desire. Practice starvation and meditation
4 Knights of Order - discipline and will force are the answer to controlling your fate and you must help others even against their will. Its for their own good. Lesser beings don't see the cosmic picture and Law is the best deal in the long run. Mighty heroes can fight the beasts that gnaw on the cosmos and help prolong existence. They like to fight and even dominate others on their cosmic crusade
5 Scions of the Archons - serve the daemons of law the archons who operate the universe and do it impartially and fairly. At times injustice succeeds when order is weak. The scions wander to spread justice. The Archons aid the worthy with gifts and powers to help their cause and they take them if their agents become unworthy
6 Champions of Law - fight for cosmic law and directly travel to battle chaos at its frontline. The greater the incursion the more serious and worthy a enemy. When all is cleansed they find another. Planar travel is used when the cosmic axis swings back to law and the eternal struggle continues. Philosophising is less important than action
7 Heroes of Utopia - are struggling to make the world a better place and fight for order free from random violence. They gather to discus where their operations are needed and travel to destroy crime and banditry, or attack a unjust regimes. They might be good to some but really they are social engineers and believe helping all to live peaceful scholarly lives is close to their ambitions to help human kind experience the great final release of law
8 Lords of the Unity - all gods are just part of the unity and it is best to follow it's will directly without gods or the filters of local culture. The great all knowing one is all powerful but not as all compassionate as people might hope or expect. They preach of the all mighty one is love and operate charities to reach the common folk as well as persons of other walks of life. Sometimes the zealously war against any threats to the unity like other beliefs
9 Princess of the Universe - seek immortality and to battle forever against chaos. Most seek gifts from archons or lawful beings. They especially fight chaos immortals. Most followers practice combat and study alchemy
10 The Lords of Creation - time unfolding is the purpose of law and Law is the arrow of time. Some try to defy this especially chaos and they must be destroyed. Some try to change time or fate and they too must be destroyed. Everything has it's place and moment all is as it should be
11 Followers of the Presence - the presence is the cosmic god head and it conceals itself from us. Followers seek to commune with their strange spirit beyond the veil of mind or matter. Mostly perform rituals some are using experimental magical and other procedures to understand the presence and its unseen purpose
12 The Celestial Order - the great gods in the celestial city maintain the universe. The gods and devils have their place in the cosmic scheme but chaos demon invasions and foul gods using chaos are the enemies of law. The Order utilise advanced technology and dwell in the heavens watching for incursions of evil. Their technology is powered by magic and will power or sentient manna crystals. They communicate with the future to plan their campaigns and invention research by using bound time elementals. They abuse some of the universes powers but take care to justify their actions with their war on chaos


Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations

Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Paladin Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations

Failed mutation system
Apotheosis Mutations - too many mutations
Mutant Character Class

d10 Sources of mutation
01 Bathed in the light of illumination
02 Spoke to illuminated being
03 Read a ancane document or formula
04 Anointed by beings of law
05 Struck by cosmic bolt from heaven
06 Contacted in a dream by higher powers
07 Tested by beings of law and found worthy
08 Exposed to rays of pure law from beyond
09 Burned by unquenchable flames or law and found worthy
10 Spirit of law entered your body
d10 basic types

1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

d100 Minor Mutations
01 Sense north with compass sense
02 Cats eyes night vision, very reflective
03 Smell bad air or poison gas 1"/Lv
04 Telescopic vision see one mile by concentrating a round
05 Thermographic vision
06 Laser range finder - half range penalties
07 Air filter nostrils
08 Laser targeter system +1 missile weapons
09 Long range ears hear conversations as if close with effort 3"/Lv
10 Bat sonar 1"/Lv
11 Metallic or crystalline skin +1AC
12 Smells of otherworldly holy perfume
13 Marble or ivory skin +1AC
14 Cold skin to touch, harder to see with infravision or heat based sensors
15 Heat resistant -1/dice damage from fire or heat
16 Heat resistant -1/dice damage from fire or heat
17 Skin is hot to touch, stands out from heat vision 
18 Semi Precious stones grow in your skin 1gp/day
19 Silver skin can hit creatures requiring silver unarmed
20 Iron skin can hit creatures requiring iron unarmed
21 Breathe 10% less per HD or Lv 
22 Con save each round to stabilize HP loss when in negative HP
23 Toughness +d3hp +1/Lv
24 Can labour hard hour/CON point per day
25 Resist Poison +2
26 Resist Disease +2
27 Buzz saw in chest +1d6 damage to grapples 
28 Spotlight from chest 1"/Lv cone ten minutes per day/Lv day
29 Lactate miracle milk, feed person/Lv per day
30 Chest blazes with symbol of Law round/Lv dat 1" area light
31 Sterilised unable to reproduce or eunach
32 When dead a d4 clones burst from your corpse a day later
33 Sexless being with no sexual characteristics
34 Offspring are all clones
35 Offspring are born from gold eggs
36 Hermaphrodite able to reproduce with males and females 
37 Virginity restored every 24 hours
38 Eat 10% less per HD or Lv 
39 Drink 10% less per HD or Lv
40 Go to the toilet 10% less per HD or Lv 
41 Steel claws, 1d3 unarmed damage
42 Shock gauntlet +1 electric damage on punch or through all metal weapons
43 Held melee weapons glow 1" and become +1 hit and damage magic bonus
44 For every 10 shots of ammo you find one extra shot
45 Handgun built into hand 6" d8 damage, shot/Lv day
46 Conjure a knife into your hand once/Lv/day
47 Weapon leaps into your hand at will as if fast drawn
48 Open or close a door within 9" once/Lv per day
49 Clean a 1" area or object or a person well once/Lv per day
50 Unseen servant 10 rounds/Lv per day within 3"
 Always land on feet -d6 fall damage
52 Big Jump +1" jump distance 
53 Swift Footed+3" run speed
54 Run hour per CON point per day
55 Leaves no footprints even in sand or grass
56 Run 50% faster when charging towards chaos
57 Half damage from falling
58 Always move in straight lines
59 Never flee a chaotic enemy
60 Feet burn if on sanctified chaos holy places
61 Cannot knowingly tell a lie
62 Perfect glimmering teeth
63 Exhales smoke or steam
64 Spit out a hot coal to start a fire or does d3 pt damage 1" as a unarmed attack
65 Cannot swear or use foul language
66 Eat a strict humble diet
67 Never drink alcohol or take drugs
68 Always make fair bargains
69 Speak no ill or lies of any person
70 Flaming words come from your mouth round/Lv per day impresses people
71 Hair grows a inch/Lv per day

72 Halo around your head lights up 3" across, turn/Lv per day
73 Flaming aura around your head +d4 unarmed attack round/Lv day
74 Gem on forehead 100gp/Lv takes month to grow
75 Hair is gold or silver metallic and clipings word a gp/Lv per day
76 Helm appears at will +1 AC
77 Decapitation non lethal, can reattach head in one turn and will be ok
78 Glowing crown appears in command situations +3" command radius
79 Dazzling coronet, can dazzle one foe for -1 to hit one round/Lv in 3" 
80 Hear voices advising you in times of crisis once a day answers a yes no question
81 Slow aging 10% per level
82 Sleep 10% less per HD or Lv (no effect on relearning spells)
83 Can save severed body parts and re-attach if bandaged back together in a turn
84 Body parts regrow in one month for limb or week for finger if cut off
85 Body parts cut off become baby clones after a week
86 Gain a extra follower loyal to the cause of law
87 Heal a hp/hour reading sacred scriptures
88 Double your daily standard healing rate 1+CON bonus
89 May make a CON save to stop bleeding in one round
90 Chaotic holy water damages you for 2d4 a dose
91 Resist Illusions +2
92 Resist charms +2
93 Resist Fear +2

94 Prefers to be in charge as
95 Always knows best
96 Never surrender to chaos
97 Publicly justify your actions in the cosmic struggle vs chaos
98 Respect legal authorities
99 Avoid touching those of lower status without nececity
100 Avoid contact with the unclean or blood

d100 Major Mutations
01 Third eye laser, 2d6 once per 10 minute turn 3"
02 Third eye sense magic 1"/Lv
03 Third eye sense chaos 3"/Lv
04 Third eye power beam 5d6 once a day
05 Sense disease 3"/Lv
06 Sense poison 3"/Lv
07 Sense invisibility 3"/Lv
08 Bejewelled eyes worth 1000gp each, see through illusions 1"/Lv
09 Read any written language
10 Sense living or undead 1"/Lv
11 Heal in sunlight one hp per ten minutes
12 Can radiate light 3" radius up to hours/Lv day
13 Shock touch +1d3 damage unarmed or through metal weapon round/Lv day
14 Food or water carried remains purified and fresh
15 Gems set in skin d6gp/Lv per week
16 Resist level drain attacks one level/Lv per day
17 Covered in holy runes d4 damage to any unarmed attack by chaotic being 
18 Only harmed by magic or silver weapons
19 Gold skin +1 CHA
20 Protection from Chaos runes on body +2AC vs chaotic foes and saves
21 Amour +3 from metallic and bioplastic carapace
22 Armour +5 full metalic body
23 Mighty muscles +1 STR
24 Mighty Vigor +1 CON
25 Righteous might +d4 HP/Lv
26 Resist heat 1/2 damage from heat or fire
27 Resist cold 1/2 damage from cold or ice
28 Wings allow flight round/L per day full Mov speed
29 Chest beam 3" cone 3d6 damage once per lv/day
30 Does not require air to breathe
31 Immune to disease
32 Immune to poison
33 Eat inorganic rocks, wood, metal, bricks, anything
34 Parthenogenetic hermaphrodite, breeds without a mate
35 Does not require food or drink anymore
36 Resist stench and nausea attacks
37 Can call a feast of the gods once a day one seat/Lv day worth food heal d8hp
38 Children are healthy, childbirth is painless and child grows twice as fast
39 Anyone you have sex with has virginity restored
40 Urinates lawful holy water once a day
41 Conjure your favorite weapon into your hand at will from another plane
42 Any weapon held glows 1" at will, +2 hit and damage magic bonus
43 Weapons held do minimum of half damage round up normally
44 Thrown weapons return to your hand once/Lv day
45 Swift handed +1 extra melee attack per round 
46 Weapon does max one dice of damage once/Lv day
47 Healing Touch 2HP/Lv day distributed as willed
48 Knock as spell to open any lock once/2Lv per day
49 Auto Pistol 2d4 damage 3" cone once/Lv day appears in hand
50 Las Pistol 3d6 once/Lv day 9" appears in hand
51 Walk on water a turn/Lv per day

52 Walk on air round/L per day full Mov speed
53 Levitate 3" up or 1" across turn/Lv per day
54 Leap +1"/Lv one use /lv per day
55 Spider climb can cling tp walls turn/Lv per day
56 Dimension door once per day 1"/Lv
57 Teleport once per week mile/Lv 
58 Featherfall once/Lv per day 
59 Blink 1" once per level per day
60 Move 50% faster
61 Can cast Curse once a day
62 Can cast a Great Curse once a week dooming victims decendants
63 Can cast Quest once a week
64 Cast sleep spell once/2lv per day
65 Cast charm person spell once/2lv per day
66 Cast fear on chaotic target once/3lv per day
67 Breath fire 3d6 damage 1" cone once/Lv day
68 Cone of cold 4d4 damage 3" cone once/Lv day
69 Cast Monster Summoning 1 once/2Lv day
70 Cast magic missile per level day d6 9"
 Prehensile hair, as a hand can stretch to foot per level and swing from it 
72 Gem in forehead 1000gp, takes d4 weeks to regrow
73 Helm appears at will +2 AC but halves visibility and listening skills
74 Eye in a pyramid aura appears over you, fear 3" radius, round/Lv day 
75 Courage aura dispel fear in 3" radius once per level per day
76 Cast purify food and water once per round per level
77 Aura of protection vs evil 1" radius round/Lv day +2AC or Save vs chaos 
78 Dismiss entity once a week
79 Plane shift to plane of law once a week
80 Astral, Travel once a week one round/Lv
81 Imortal, no longer ages
82 Agility +1DEX
83 Does not require sleep any more
84 Regenerate 1hp/turn in sunlight
85 Cast cure poison once a day
86 Cast locate Object once per day
87 Cast cure light wounds twice a day
 Cure disease once per day 
89 Stone to Flesh once a week
90 Dispel magic once a day
91 Crystal mind +1 INT
92 Jade Brain +1 WIS
93 Ask yes or no question of great powers once/Lv per day

94 Detect Lie 1" round/Lv per day
95 Has a spirit of law, offers advice and casts as a first lv cleric
96 Commune with power of law once a week
97 Immune to fear
98 Immune to charm person
99 Has a spirit of law acts as invisible scout within 12"
100 Spirit of law inhabits your weapon +d4 damage vs chaos

d12 Apotheosis

01 Taken to the next world to join the archons
02 Find a gate of chaos and self immolate destroying it and you
03 Frozen in time and hidden to await the great battle of the apocalypse
04 All powers stripped for some imperfection and beings of law release you
05 Sent on a crusade in another dimension to battle chaos for eternity
06 Travel to another plane more in need of heroes
07 Evolve into a perfect being and ascend to a higher realm to serve law better
08 A god of law chooses you as his cohort and takes you away
09 In a blaze of flame you are reduced to a pile of lawful relics for future champions
10 You become a perfect being of light and move on to a higher existence  
11 Your soul attains perfection and you leave your corrupt body and the unclean world
12 Illuminated and your spirit ascends to godhood for an aeon of pleasure

Wednesday, 21 March 2018

d100 bandits

So as i'm doing a book of NPC this month starting work monday. So a few npc things i need to finish. I don't have expected outcomes here and taking it easy after my last project. Faerie book out in ten days public release and possibly a one sheet mini dungeon zine too. Have a patreon request for a new one.

Anyway here is bandits. These would be leader types with levels and each would have a band of d6HP thugs probably equal to their charisma.

d10 Alternatives to a 
Gruber Hole (Robbers Cave)
01 Forest Camp
02 Sinkhole cave
03 Ruined keep or fort
04 Shack in woods
05 Inside an old mine
06 Hillside cave
07 Ruined house in woods
08 Secretly live among villagers
09  Welcomed in neighbor territory
10 Agents of a neighboring lord

d10 Subtypes
01 Greedy cut throats
02 Desperate rebels 
03 Outlaw troublemakers
04 Outcaste clan
05 Robber knights
06 Inbred cannibal killers
07 Chao cultists
08 Swashbuckling highwaymen 
09 Magical outlaws
10 Non humans

d100 Bandits
01 Pat Costigan leads his killers all desperate with prices on their heads hoping to flee area
02 Danny O'Shank likes stabbing and kidnapping people but his gang pretty inept at it
03 Tamara Lantrey has lost her father and brothers and has sworn revenge on the law
04 Cordel Thistlewhite started as from poachers declared outlaws so now they are
05 Vars Drexil leads thieves from city to easy country living, so far it has been wet and cold
06 Adam Skullsplitter a barbarian with his band of killer thugs out to punish civilised people
07 Corey Sharp is a masked horse riding pistol wielding highwayman and his gang help him
08 Barnaby Grant a former pirate with his remaining crew, driven from sea by rivals
09 Xandar Cordril robs waggons and carriages and sells in other territories with gang
10 Scarper Jack and his gang of escaped convicts are terrifying desperate killers
11 Bovril Knox lost his business to rival buying monopoly rights no fights for a free market
12 Tardan Vlox hates secret police who killed his family, now he tries to trap and kill them
13 Miriam Silver had her waggon nomad kin killed for sport by "nobles" now she kills them
14 Cathy Dunart a pistol packing ex housewife turned bandit with fellow disgruntled women
15 Lori Smathers was hunted for being a witch and has freed others from persecution
16 Gan Thrull a farmer who lost his land due to noble schemes now robs them back
17 Earnest Vorderb lost everything now feels his faith justifies his crimes against the wicked
18 Candra Vorill and her gang rob tax collectors and have earned a high price on them
19 Patra Oorndan a escaped slave from a far off land leads band of wanted escapees
20 Zabrest Knox spent years as freedom fighter in homeland, now it has happened again
21 Brock Wodenson leads a band of cocky farmlad bully turned to serious crime
22 Erebus Bandersan runs a drug racket but has turned bandit to occupy his junky gang
23 Nix Thevran was raised as bastard in castle and fled rather than be controlled
24 Aleff Stagson a bastard trouble maker from good family ruined by banditry for fun 
25 Helgor Dooran a barbarian maiden with her sisters have come to push around weaklings
26 Eban Knorrad taken to kidnapping to pay of gambling debts to the mob
27 Klinus Ansil actually secret policeman, his own gang don't know and think him a thug
28 Una Strange uses fake ghosts and magic to scare victims and rob them with her gang
29 Lamar Drexil bored young sadist who enjoys tormenting prisoners for ransom
30 Belit Snark brunken thug who took to crime to avoid debt and prison with his gang
31 Dorian Swan last of bloodline his enemies outlawed forcing him into banditry
32 Simone VonLichwood, family put in prison and she escaped by pretending to be mad
33 Barnabas Thrush large man former gourmet now steals fancy food for nobles  
34 Lorian Hawkwind was a music student but his family was all murdered in a fued
35 Selas Fox turned on his family and was shunned by his friends and allies
36 Lorax Oakford betrayed his clan and then was implicated in their treason and fled
37 Lauren Morningstar tried to prove her family innocent but not enough left to bother now
38 Auran Goldrod a former merchant lord now runs a grubby gang and lives in squaller
39 Cally Griffon fights to avenge herself on her clan enemies who destroyed her house
40 Allan Scarhill had his clan killed in a war now his last kin live as bitter criminals
41 The Owl Knight leads a well armed band striking by dark and using fear
42 The Brown knight and his men wear rusty old armour and use old weapons
43 Sir Belthazar the Wolf Knight was outlawed for treason but now serves a foreign power
44 The Wood Knight and his band are increasingly wild and worshiping old forest gods
45 Sir Therizan a warlock knight with his band of killers use magic to scare victims
46 Lord Hell a robber knight whos band worship devils and drink blood of their victims
47 The Red Falcon a criminal knight who outwits the law and has spies everywhere
48 Dame Scarlet a lady knight leads a band of women knight outlaws
49 The Horned Knight roams the woods with his beastmen allies and his cultist gang
50 Sir Carnifex has carved out a lawless wilderness area and believes he can hold it
51 John Handly leads a clan of inbred murderer cannibals who terrify locals

52 Johnny O'Tool letcherous thug kidnaps women and eats them when bored 
53 Long Hand Bill discovered eating locals now parents use him to scare children
54 Varney Calan lives with band who pretend to be werewolves but are just cannibals
55 Jessie Shankpox likes to murder common folk just to feed her degenerate family
56 Carnad Bull a famous jolly drinker was caught drugging guests and eating them
57 Sarah Whittlemore was accused of witchcraft and she murdered and ate her accusers
58 Rodney of the Vale was a popular lad but was discovered eating human flesh in a cult
59 Horace Devilman leads his mutant cannibal cult and uses terror to rob without violence
60 Mother Kole has become a ogre and her cannibal sons are starting the change
61 Varga Drune worshipped vile gods and his cult use crime to cover their murders
62 Kelas Gnorr worships a beast cult and her gang dance with wild evil beastmen
63 Sirias Marsh serves fishmen and became a criminal to take more sacrifices
64 Elon Zar uses zombie labour and necromancy in his alternate society of outlaws
65 Penny Appleby and her girl gang have been recruited by witches now
66 Rodan Cole worships a god of darkness and is hoping to repopulate an old dungeon
67 Virithus Goldentoungue former astrologer has some secret noble cult members
68 Keffler Rotte worships the evil swamp god and brings it corpses to be reanimated
69 Eran Kleffer has taken up worship of a orc god and his cult  are turning into orcs
70 Vardious Karan a masked sorcerer operates a gangcult for drugs and good times
 Captain Moonlight robs coaches and is very flamboyant with the laies
72 Ruby Wraith a killer of the rich and has strong panache for the dramatic 
73 The Fox and his swashbuckling jolly men sing musical numbers when not our robbing
74 Dieter Greenwald leads a band who like to perform amazing archery feets from treetops
75 Mathias Grump is a depressed flamboyant drunk bandit whos heart isn't in it anymore
76 The Black Fang likes to pretend to be a vampire lord with his gang of goth noble teens
77 The Salamander uses fire to terrorise the law to avenge her family burned at the steak
78 The Vulture hides under his hideous mask and a humped cloak, really he is a magistrate
79  Iron Jim wears a metal helmet and likes to kidnap the ladies a bit for fun
80 The Cat, a former guildmans daughter now a flamboyant well planned criminal boss
81 Black Violet a sorceress who seeks cash for her gangs drug habit
82 Maria Vanderheardt a famous witch who threatens victims with transformations
83 Iokot Voorndis a wicked sorcerer who seeks funds for his illegal magical research
84 Varis Jareel a foreign wizard outlawed by guilds with his gang of apprentices
85 The Crow Master has a gang who all shapeshift into birds somehow
86 Hangis Strank a Druid who has turned bandit to rob the new church that persecuted him
87 The Toad, leader of a clan of hybrid frogmen who summon frog monsters to aid them
88 The Violet Flame, a savage cult led by a mysterious sorceress who charms many men
89 Vinny Fiddle and his gang pretend to be non magical and try extortion mostly
90 Mercurius Sagegeld steal wizard books and magical ingredients for potions
91 Armas Thunderfoot a drwf bandit with his gang of grumpy gun wielding human haters
92 Saris Morninglow a elfmaid with her wily gang of forest octopi folk (tako)
93 Needlax Bloodthorn a dark elf robber who mostly does it for the torture and murder

94 Guul Zan a orc bandit leader who has a orc warlock to make more orcs from captives
95 The Red Mite, a gnome gang who use illusions and cunning overly complex traps
96 Jilly Longfoot, halfling leader who likes to steal food and and foce captives to eat with her
97 Gnarg Blackhoof a goatman who helps local witches and bandits with his brothers
98 Ornad Blackpuss a ogre who has a gang of humans since he ate their leader
99 Pandra Olan a silver draconic shapeshifter who enjoys mischief, spellbooks and luxury. She wont let on she can shapeshift until she flees in form of a tiny dragon
100 karina Redhorn a half devil has a band of mongrel devil mutant bastards

Tuesday, 20 March 2018

The Problems with Batmen...Fixing broken beastmen tables

There are two main strains of batmen. The common cave bat men and the more horrible vampire batmen. The former mostly hide from surfave people and are no longer the ancient brites they were. The later are religious worshiping their demon bat vampire queen and sacrificing prisoners on their blood ziggurats. I've accidentally done bats twice so re writing both entries to be more different.

So anyway
Cave Batmen are now the type on the common table and vampire batmen are the type on the subterranean beastmen tables. Will have to have them being more different in practice. Am writing 2 beastmen a day to get through the next Forest Beastmen table.

Cave Batmen
People don't realize how many millions of batmen dwell beneath the earth in huge colonies squirming up close. One day they will swarm up and eat everyone. Most batmen cannot fly but can climb and like to hang from ceilings and branches to sleep. Some do have wings but these tend to not use weapons. There are small batmen or batlings who ride giant bats. Such batlings fight goblin batriding tribes. There are also large flightless bats that walk on two legs with huge jaws and claws used as hunting dogs if small ones or mounts if large ones by the batfolk. Bats use any magic and never forgot many vile rituals and disgusting rites. 

They became one of the ruling monster races of the olden times for their savagery against the previous insect and worm races, the only mammals in the Monster Empire. At night they still surface but restrain themselves in fear man will destroy them They also creep into the sewers but keep away from contact with man till the time is right and they can blot out the sun forever and eat everybody, even their past allies. They often blind their captives and slaves. Hybrid batfolk cultists are rare and very secretive. 

Some degenerate batmen have lost contact with their race and are mere savages now. The flightless ones use climbing and leaping prowess and also make hair ropes for swinging and abseiling. The worship gods of darkness, night, the underworld and even insect and worm gods for food. Some batfolk are less evil and their are tribes happy eating bugs and farming them in caves. Their are black and grey and white furred batfolk in different tribes. The ghost bats are the rarest. Vampire batmen have their own entry. There are ginger fruit eating ones in jungle lands.

Sailors have found islands where every mammal niche has been filled by bats. Many bats also gain mutations from their cults or the people they eat or the strange glowing cave lights of underland. They are poor at communicating with humans and very alien. They do have eyes they just don't need or depend on them but are handy to read non engraved texts. They are impressive climbers and enjoy hanging upside down with their cohorts screeching madly.

d12 Cave Bat Men Troubles
1 A underground stream fed pool keeps washing up heartless terror stricken scratched corpses. As numbers rise and people vanish authorities offer a reward
2 A ancient obsidian dagger for not quite human hands was stolen from a private museum and the owner offers a reward
3 Strange footprints have been found and something is gutting sheep and returning to the local caves
4 A strange monolith with carvings of a bat cult have prompted scholars to investigate a cave mouth depicted on the petroglyphs. Murderhobo veterans are required for their underground survival skills to escort scholars
5  A vigilante has been killing criminals, tearing out their hearts as a warning. The thieves guild offer a reward for any who can identify this masked mad man. Some say it is similar to the prostitute killer a few years ago. Some say he has a secret cave hideout
6 Thousands of bats have taken roost in a old ruin and several people who went to investigate have been found half eaten and brutally murdered
7 A cult have been seen meeting in the bat filled caves by night dragging naked victims with them. The rumours and sightings have increased and authorities are assembling a posse
8 A secret meeting of frog and rat cultists has been raided by the secret police who found they were cooperating on finding a mutual enemy the law was not aware of. A inspector wants to assign adventurers to investigate this hidden menace
9  Goblin bat riders have been seen for years in the area spreading spores of magic mushrooms across the land hoping to initiate the great rot. But recently someone noticed the riders had different ears and trapped one in a net to see. It was a horrible bat creature wearing a loincloth of human leather carrying a scribe set and messenger bats with notepaper of human skin vellum and blood ink. Many attended the public vivisection and examined the artifacts of this unknown civilization. Scholars offer research and exploration grants to learn more
10 A wizard has been using clairaudience to probe dark depths of the earth for sounds. Recently he heard millions of chittering voices in the deep and after a while he realized they were intelligent beings using a unknown language. He wants to send explorers via teleportation or spelunking to investigate
11 A orchard community has been plagued by nocturnal fruit theft. In some nearby forest the adorable vegetarian fruitbat me live in tree houses. They may be negotiated with for trade but the humans for the moment are horrified out of fear and ignorance
12 Old farmer Bill has been tormented by night creatures screetching his name from the darkness at night and tormenting him. Whatever the things are they have been killing his dogs and vandalizing his farm every night

Vampire Bat Men
Some batfolk of aristocratic bloodlines of the great vampire bat goddess are also blood drinkers, the most savage and evil of them all. Under the earth they build step pyramids where they perform bloody sacrifices to feed their goddess or she will devour the universe.

Hideous cave dwellers who mostly come out at night. Humans fear them because in ancient times thew were conquerors and part of the great monster empire. They also have links to vampirism with some tribes eating blood and worshiping the vampire bat goddess one of the great underground evils. Her pyramids are found in jungles and hidden places from when her cult murdered thousands to appease her lust. Some go the next step and become supernatural undead vampires and not just blood drinkers. Many worship and mate with demons also and can be found populating the abyss. Some are content eating bugs and some more harmless ones only eat fruit but they don't appear in non tropical areas. You may hear them screeching to spread terror but also for their echo location. Most batmen are now flightless with only some of the greater ones regaining the power of flight or at least gliding. The even have breeds of flightless bat creatures for hunting pets and beasts of burden.

d12 Vampire Bat Men Troubles
1 Batmen raiders by night have been kidnapping people for the rites of their horrid blood goddess. Somewhere nearby a rockslide has opened a cave temple releasing them
2 A blinded madman was found screaming in the bottom of a well bats have been seen swarming into. He claims there is a underground city of horrid batmen plotting to destroy the surface. He is identified as a local lad who vanished decades ago
 Bloodless corpses have been washing up from the sewers prompting vampire hunters but their usual techniques of finding undead don't seem to be working
4 A scholar has found a manual showing the savage bat men at worship and bloody sacrifice. He has heard rumours of a cave complex and would like to hire escorts to see if the batmen still act out their ancient rites or have degenerated over the aeons
5 A villager has raised a batman since a baby he found and the creature is an asset to the community killing foxes and wolves. Now wild batmen have been coming by night trying to get it to leave and join it's lost family and enter the embrace of their horrible goddess. The bat child would rather live with his human friends
Something has moved into the village well and makes horrid screaming noises and stealing sheep
7 A farmer has found a stone lid and opened a strange passage. Now since the seal is broken screeching night demon things have raided every night and simply resealing the hole and burying it has not helped
8 Sewer workers have discovered bloody alien graffiti under the city drainways and many dead rat men. The city sewer clerk has decreed explorers must find the new threats
10 A rural temple of the sun god collapsed into a sinkhole. Rescuers went in to see if they could find the priests but found them all missing. Tunnels indicate the area was undermined and the priests kidnapped
11 Dwarves are looking for adventurers to help them raid the temple cult of the batmen who have kidnapped dwarven children as hostages in their attempt to take over the dwarf mining complex
12 Some explorers found a cave recently under a waterfall with easily a thousand human skeletons, remains of where ancient batmen have discarded their sacrifices for generations. The locals want revenge and are hiring adventurers to clean out the fiends

Monday, 19 March 2018

The old Character Design Game

This is a bunch current thoughts on my system rewrite.
Will do in basic steps bits at a time like basic 4 classes and character stuff first
then add extra classes in various comps and source books and combine all together when at least half done. Nothing in stone yet.

Classes and Prime Requisites

Assign stats as you please but consider
-your best stat in your class prerequisite gives you extra abilities
-your class prerequesite stat is equal to the highest level you can gain or 20 max
-you can change your class once per +1 INT bonus you can have

You can roll again till your bonuses reach +5 or better in total 

Prerequisite Stats & Bonus Benefits
Basic Four Classes 
Cleric WIS bonus divine pells d8HD Medium armour
Fighter STR bonus WP +1 Unarmed +2 Critical Hit +3 Cleave d10HD Any Armour
Thief DEX bonus NWP +1 Sneak +2 Street Wise +3 Acrobatics d8HD Light Armour
Wizard INT bonus arcane spells
d d4HD No Armour
Basic Four Races (Mysterious Demi Humans)Dwarf CON +1 Engineer lore +2 
 Blacksmith (or other craft) +3 Gunpowder Any Armour
Elf CHA bonus spells choose one list Any Armour d6HD  Any Armour
Gnome WIS
 bonus spells choose one list  d6HD Any Armour
Halfling DEX bonus NWP +1 Sneak +2 Survival +3 Herbalist d6HD Medium Armour
Secondary ClassesDruid WIS
 bonus spells bonus nature spells d8HD Light Armour
Monk WIS bonus NWP +1 Acrobatics +2 Tumbling +3 Feign Death 
d10HD No Armour
Bard CHA bonus spells
 choose one list d6HD Light Armour
Sorcerer CHA bonus arcane spells 
d8 HD No Armour
Secondary Races (Forbidden Monsters Races)
Abhuman CON +1 Survival +2 Track (or other lore) +3 
(pick one) Lore, d12HD Light Armour
Changeling CHA bonus spells choose one list d6HD No Armour
Giant STR  +1 Smash +2 Lifting +3 Eating d12HD Medium Armour
Tako DEX
 bonus spells choose one list d4HD Any Armour
Tertiary Classes
Paladin CHA
 bonus divine spells d10HD Any Armour
Ranger DEX
 bonus nature spells d10HD Medium Armour
Alchemist INT bonus alchemist recipes No Armour
Shaman WIS bonus 
mentalist spells No Armour
Tertiary Races (Psychon Apocalypse Races)
CON (Golem) bonus apps d8HD No Armour
Mutant CON (Freak) bonus mutations d8HD No Armour
Alien INT (Outsider)
 bonus spells choose one list d4HD No Armour
Psionic WIS (Mystic) bonus mentalist spells d6HD No Armour


Roll and allocate
Roll four lots of 3d6 stat rolls
- only one stat can be below 9 raise whichever ones you wish otherwise to 9

Two stat rolls of 4d6
- 12 min 18 maximum to help your prerequisite class stat high
Assign as you please 

your reject rolls can be used for your starting followers
each reject set is one follower (1+CHA bonus max, pick best stats)
this might take 3 or 4 four tries low stats could be a child or animal or old aunt


pick and allocate one of these sets of scores
18 17 11 10 9 9 (74 total +5 bonus total)
18 14 13 11 9 9 (74 total +5 bonus total)
16 16 13 10 10 9 (74 total +5 bonus total)
16 13 13 13 10 9 (74 total +5 bonus total)
13 13 13 13 13 9 (74 total +5 bonus total)
18 16 13 10  9 8 (74 total +5 bonus total)
16 16 13 13 9 7 (74 total +5 bonus total)
no starting followers

or be a more modest hero and struggle more
16 13 10 9 9 9 (66 total +3 bonus total)
13 13 13 9 9 9 (66 total +3 bonus total)

What are Stats for
CHA ability to befriend or influence others, command followers
CON ability to resist disease, poison, hold your breath or other resist bodily shocks
DEX ability to dodge traps or dangers, manipulate tools or be sneaky
INT ability to solve riddles or puzzles, understand things, spot immediate clues or know stuff
STR ability to lift stuff and smash things and hit hard or throw things further
WIS ability to resist magic or spells, use will power, common sense, experience or foresight

Sample Basic Classes and Prerequisite Stat
CON Dwarf
DEX Thief, Halfling
INT Wizard
STR Warrior
WIS Priest. Gnome

What is Bonus for

CHA bonus is your to your number of loyal followers +1
CON bonus is added to your HP every level
DEX bonus on all to hit rolls and AC
INT bonus to WP or NWP or Languages, can take skills not from your own class
STR bonus to damage on all muscle powered weapons
WIS bonus to luck points +1 (thieves get +1/Lv)

Bonus for stats
Stats below 9 are damaged by disease or injury and could be restored
the cost of this is beyond earnings of a commoner
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18-19 +3
20-21 +5
22-25 +6

Spell Bonuses for classes with high prerequisite stats provide extra spells
+1 one first lv spell at first level
+2 one first leval spell at first level and again at second
+3 one first level spell at first, second and third plus a second lv spell at 3rd
+4 one first level spell at 1st to 4th level plus a second lv spell at 3rd
+5 one first level spell at 1st to 5th level plus a second lv spell at 3rd
+6 one first level spell at 1st to 6th level plus a second lv spell at 3rd and 4th
a first level spell can be replace with 4 cantrips with a certain skill
some learn a extra cantrip slot as a skill, goblins do it all the time
some classes get proficiencies instead of spells or other abilities

Hit Points HP
Class HD + CON Bonus
d4 Wizard
d6 Bard, Elf, Sorcerer, Gnome
d8 Cleric, Thief, Druid,Halfling
d10 Fighter, Monk
d12 Dwarf, Abhuman, Giant
Most persons without character class like commoners d4 or d6 for typical fighting men 

Roll for 1st level HP has a minimum 
d4(3min) d6(5min) d8(6min) d10(8min) d12(10min)

Armour Class AC

AC is total of AC points in best possible case, you might also record AC vs missiles or from behind. AC Number is 10 + DEX bonus + Armour bonus + Shield Bonus + other skills or magic

Light Armour

+1 Heavy cloak*, bracers*, heroharness*1gp
+1 cloth, padding, leathers, furs, wrappings 4gp
+2 Gambeson, 15gp
+3 Leather armour, Fibre 20gp
Medeum Armour

+4 Ringmail armour, scale armour, hide armour, bezainted armour  -1 Mov 75gp
+5 Chainmail armour or metal scale armour -3 Mov 150gp
+5 Breast Plate* 
 -1 Mov 250gp
+5 Elfmail -1Mov 1500gp (dwarfmail, orcmail or high tech human ballistic mesh)
+6 Reinforced Chain, splintmail armour -6 Mov 250gp
Heavy Armour

+7 Platemail armour -6 Mov 400gp
+8 Fullplate armour -3 Mov -1 incoming damage 2000gp, custom fitted (or ballistic plate)
Power Armour

+9 Scout Power Armour 10000gp +3" Mov and Jump, 2 hydrogen cells for 12 hours
+10 Atomic Power Armour 100000gp 
+3STR d6 unarmed, atomic power cell 30 days
*Can be stacked with other items every +4AC -1Mov


+1 Cap helmet* 1gp
+2 Full helmet* (halves perception) 75gp


Buckler +1 vs one attack
Small Shield +1 vs any incoming attacks
Medium Shield +1 +2 vs missiles
Large Shield  +2 -1 Mov

Movement (Mov) and Range (R)
Standard Mov is 12".
1" is ten foot indoors and ten yards outdoors for Move (MOV) or Range (R)
time measured in one minute combat round or ten minute turn
Cone areas off effect are 30 degrees times range
Explosions or clouds are measured in circles across in inches" or radius in inches"
STR in Items under 2lb is non encumbered
More than STR in Items under 2lb is light encumbrance -1"Mov
More than STRx2 in Items under 2lb is  medium encumbrance x1/2 Mov
More than STRx5 in Items under 2lb is  heavy encumbrance Mov 1"
More than STRx10 in items under 2lb can lift with a STR roll standing to max of STRx20

Untrue but quick Simplified Scales and Conversions for game:
Foot 30cm Yard=Metre 2.2lb = one kilo,  quart=litre, gallon=4 litre mile =1.6 kilometres

Time in the Gameround is one minute
turn is ten minutes

Followers could be....
Use your CHA bonus +1 for your number of followers
They are loyal helpers and best friends who will do anything for you out of love

Pet or mount or servant or friend or spouse or relative or lover
Any interesting available person you meet might be convinced to be your follower in play with a CHA roll. If they like you and have no other commitments. Banishing a follower unjustly might make all of them leave you (Morale roll each one to stay)

Henchmen You can have one henchman per CHA point
They are loyal goons that will be fairly loyal and you support their upkeep
They actually like you and choose to support you and are more loyal
They generally follow orders and stick to your instructions

Are paid personnel. They are loyal to you for money mostly
They are more likely to disobey or be tempted by a distraction
The only limit is your payroll
Command Radius for followers and hirelings
Most characters use CHA bonus in inches to command troops to rally or motivate them
Fighters and add their Lv to their CHA command radius bonus
Bards add their Lv to their CHA bonus command radius bonus

MoraleMorale rolls are made with a d12 to determine hirelings obey orders
CHA bonus of leader adds to group morale score
Green/cowardly 4
Experienced/uncomited 6
Veteran/determined 8
Elite/fanatic 10

Hirelings need morale checks to
-charge superior odds or forces
-hold line if charged by superior looking forces or cavalry
-close ranks if broken ranks from previous failed check
-stop looting corpses or treasure keep fighting if comanded
-stop tormenting prisoners keep fighting if comanded
-stop running away if morale broken if comanded
-don't go charging into enemy trap or taunts, stick to plan as comanded
-regular troops hit by heavy artillery or magic or break formation
-irregular troops hit by missile troops like archers or slingers

Regular Troops
-spread out not base to base fight as a mob in open ranks
-if demoralized they withdraw and possibly try to regroup
Irregular troops -base to base in formation in closed ranks
- if demoralized they become irregular

Patron God
Roll for your god from one of the tables grouped by pantheon
reroll till you find one you like
all the ones you reject are angry at you
let DM appoint you a patron based on your occupation, past or class
Be a godless heretic almost as bad as a witch or cultist

Luck Point Can be Used To:
Reroll any dice after the fact to succeed better
Change a spell memorised to another one you could have
Have a common item you forgot or found like lamp, rope, water
Heal d4 HP could stabilize wound if bleeding to death
Revive if unconscious with 1HP in a d4 turns

Saving Throws, skill tests and difficulty
Simple Task roll over relevant stat to see if you fail-Something you are skilled in
-Anyone can normally do but has some risk especially if under pressure
-Saves using your prerequisite score
-Making a roll against some one or thing offering minimal resistance
-basic trap or mild poison from unskilled user or mild
-Especially skilled or prerequisite stat save in simple task automatically succeeds
-Possibly taking a long time on simple task automatically succeeds

Difficult Task roll over half relevant stat to see if you fail

-Tasks you have no skill in but can still try with a serious risk
-Additional difficulty attempting something you are skilled in
-Any one could take a risky chance in in task but mostly would fail
-Attempting a skilled task vs 
some one with successful skill roll
-Saves not using your prerequisite

Impossible Task roll over stat bonus to fail

-Very unlikely to succeed without skill but slim chance
-Unskilled versus a successful skilled person
-Something you are skilled at at but near impossible difficulties

Starting Loot and Status in Shadelport

d10 Thief, monk, sorcerer, druid, mutant,
giant, abhuman, shaman, outsider

1-6 common 7-9 freeman 10 noble

d10 Priest, warrior, wizard, bard, elf, dwarf,
halfling, elf, dwarf, changeling, paladin,
ranger, gnome, robot, psion

1-3 common 4-8 freeman 9-10 noble

Common Status
Live off a copper a day minimum 3d6 copper to start

Pauper, beggar, peasant, slave, servant, labourer, monk, watchman, serf. Some of the better ones have more and have some savings and a hovel, the worst are destitute beggars or criminals.

Clothes: old shirt, old trews, old hat, string belt, foot wrappings or sandals woven from reeds

Items: cheap bowl, wooden spoon, sack, a piece of cloth, small knife d3, candle, clay or wood pipe

Arms and Armour: sling d4 or staff d6 or club d4

Provisions: loaf of coarse old bread, gourd or clay jar or water, d4 1=onion 2=turnip 3=plump rat 4=bowl of tripe

Trinket (1cp): d6 1=wooden beads on string 2=wooden holy symbol on leather thong 3=clay or wood palm size figurine 4=carved bone medallion 5=candle 6=carved wooden cup

Followers: married partner, child, friend immediate family member, dog, cat, goat, pig, donkey,rat, squirrel, sheep, crow, chicken

Freeman Status
lives off a silver a day minimum 3d6 silver to start
Town person, shopkeeper, yeoman farmer, trader, priest, officer, craftsman, house hold warrior Some of the better ones own a shop, farm, business and/or a town house, with money in a bank.

Clothes: good outfit and a old everyday outfit, hat, cloak, shoes, leather belt, pair of stockings

Items: nice cup, nice bowl, knife, bag or backpack, blanket, small knife d3, oil lamp, tinderbox, clay pipe

Arms and Armour: dagger d4 and shortbow d6 plus d12 arrows or small sword d6 or spear d6 or hand axe d6

Provisions: full skin of water, loaf of fresh bread and d6 1=pound of cheese 2=pound of spicy dried sausage 3=rabbit 4=fish 5=pidgeon 6=bowl of eel stew.

Trinket (1gp): d8 1=family brass crest ring 2=tiny silver holy symbol necklace 3=old bronze arm ring of clan 4=large symbolic key on a string 5=a legal document such as letter of recommendation, banknote, passport or merchant licence 6=very fancy hat 7=bone dice 8= personal note, map or verse on parchment 

Follower: Friend or relative or married partner, student, child, servant, slave, dog, cat, goat, small cow, cart pony, sheep 

Noble Status
live off gp a day minimum 3d6gp to start

Noble or richest merchants or large scale land owners. Some of the better ones have land and taxation rights over commoners.

Clothes, fancy court outfit, colourful everyday outfit, coloured cloak with symbol, pair of  boots, pair of fancy shoes, ornamental leather and fur girdle with metal or ivory decor, silver signet ring
Items: Ornate tin lantern with built in tinderbox, knife, pewter cutlery, pewter mug, brush, hand mirror, bar of fancy soap, cloth, blanket, ornate knife, plate and bowl

Arms and Armour, padded armour +1AC or gambeson +2AC, fancy dagger, any bow or crossbow or pistol, any two hand weapons and a shield in good condition with family insignia

Provisions: dried fruit cake, wineskin with good wine, week dried rations, pound of cheese, loaf of best bread and d8 1=piglet 2=pheasant 3= duck 4=chicken 5=joint of boar 6=joint of deer 7=nice fruit and berries, 8=large game meat pie.

Trinket (30gp): d6 1=gold family ring 2=enamel brooch of family 3=mask used by secret society or cult 4=tiny gold holy symbol 5=letter if introduction from noble 6=family tree 7=small book with selections of holy verse 8=deck of playing cards 9=dose of poison or sleep drug or narcotics in tin 10=fancy box of sweetmeats and bottle of mead

When you spend the amount of living money to class standard for a month and have basic clothes and items according to your status in public you get accepted. Wearing clothes not of your station might be a criminal offence.


Im considering modifying my robot class into a golem class but would need to change at least names of abilities, power sources, etc but interesting